Commander
2.8±0.3
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
High confidence(163 pts)
Estimated win turn
T9best
T10typical
T12+contested
Vector breakdown
Heavy Curve (25% CMC 5+)+-10ⓘ
Other acceleration1
Treasure generators1
Tutors1
Draw engines9
Cantrips & burst draw5
Recursion2
Value engines5
Other1
Counterspells3
Spot removal16
Graveyard hate1
Board wipes1
Stax & hate1
Protection3
Two-Color Mana Base (no fixing needed)+21ⓘ
Fetchlands2
+7
+5
Utility lands3
+2
+2
+2
Taplands5
+2
+2
+2
+2
+2
Basic lands2
+14
+12
Combat Damage Synergy: token package, 2 evasion enablers+10ⓘ
Commander Synergy (1 groups)+2ⓘ
Synergy pieces5
Win conditions2
Combat threats18
Token generators4
Reanimation3
Clone effects2
Other1
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.8 → Bracket 1
Threats78Mana base75Consistency73
1.8 above Bracket 0 ceiling (1)
0.2 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
Voltron (Commander)13 cards
This deck is built around equipping or enchanting the commander for commander damage.
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Aggro23 cards
23 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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Ninja Tribal21 cards
21 ninja creatures detected. Tribal synergies can create powerful board states.
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Combos0 total
No combos detected
This deck wins through combat, value engines, or synergies rather than infinite combos. Checked against Commander Spellbook's database of 80,000+ documented combo variants.